Identify BATTLEACTION_D and _E (thanks, ax6)

This commit is contained in:
Rangi 2018-10-21 00:52:10 -04:00
parent 12666e3c70
commit 3b20a18200
4 changed files with 13 additions and 13 deletions

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@ -240,8 +240,8 @@ SUBSTATUS_CURLED EQU 0
const BATTLEACTION_A const BATTLEACTION_A
const BATTLEACTION_B const BATTLEACTION_B
const BATTLEACTION_C const BATTLEACTION_C
const BATTLEACTION_D const BATTLEACTION_SKIPTURN
const BATTLEACTION_E const BATTLEACTION_STRUGGLE
const BATTLEACTION_FORFEIT const BATTLEACTION_FORFEIT
; wBattlePlayerAction ; wBattlePlayerAction

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@ -440,9 +440,9 @@ DetermineMoveOrder:
and a and a
jr z, .use_move jr z, .use_move
ld a, [wBattleAction] ld a, [wBattleAction]
cp BATTLEACTION_E cp BATTLEACTION_STRUGGLE
jr z, .use_move jr z, .use_move
cp BATTLEACTION_D cp BATTLEACTION_SKIPTURN
jr z, .use_move jr z, .use_move
sub BATTLEACTION_SWITCH1 sub BATTLEACTION_SWITCH1
jr c, .use_move jr c, .use_move
@ -5191,9 +5191,9 @@ PlayerSwitch:
.linked .linked
ld a, [wBattleAction] ld a, [wBattleAction]
cp BATTLEACTION_E cp BATTLEACTION_STRUGGLE
jp z, .switch jp z, .switch
cp BATTLEACTION_D cp BATTLEACTION_SKIPTURN
jp z, .switch jp z, .switch
cp BATTLEACTION_SWITCH1 cp BATTLEACTION_SWITCH1
jp c, .switch jp c, .switch
@ -5774,10 +5774,10 @@ ParseEnemyAction:
call z, LinkBattleSendReceiveAction call z, LinkBattleSendReceiveAction
call Call_LoadTempTileMapToTileMap call Call_LoadTempTileMapToTileMap
ld a, [wBattleAction] ld a, [wBattleAction]
cp BATTLEACTION_E cp BATTLEACTION_STRUGGLE
jp z, .struggle jp z, .struggle
cp BATTLEACTION_D cp BATTLEACTION_SKIPTURN
jp z, .battle_action_d jp z, .skip_turn
cp BATTLEACTION_SWITCH1 cp BATTLEACTION_SWITCH1
jp nc, ResetVarsForSubstatusRage jp nc, ResetVarsForSubstatusRage
ld [wCurEnemyMoveNum], a ld [wCurEnemyMoveNum], a
@ -5811,7 +5811,7 @@ ParseEnemyAction:
jp nz, ResetVarsForSubstatusRage jp nz, ResetVarsForSubstatusRage
jr .continue jr .continue
.battle_action_d .skip_turn
ld a, $ff ld a, $ff
jr .finish jr .finish

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@ -15,7 +15,7 @@ DoEnemyTurn:
jr z, DoTurn jr z, DoTurn
ld a, [wBattleAction] ld a, [wBattleAction]
cp BATTLEACTION_E cp BATTLEACTION_STRUGGLE
jr z, DoTurn jr z, DoTurn
cp BATTLEACTION_SWITCH1 cp BATTLEACTION_SWITCH1
ret nc ret nc

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@ -1552,10 +1552,10 @@ _LinkBattleSendReceiveAction:
and a ; BATTLEPLAYERACTION_USEMOVE? and a ; BATTLEPLAYERACTION_USEMOVE?
jr nz, .switch jr nz, .switch
ld a, [wCurPlayerMove] ld a, [wCurPlayerMove]
ld b, BATTLEACTION_E ld b, BATTLEACTION_STRUGGLE
cp STRUGGLE cp STRUGGLE
jr z, .struggle jr z, .struggle
ld b, BATTLEACTION_D ld b, BATTLEACTION_SKIPTURN
cp $ff cp $ff
jr z, .struggle jr z, .struggle
ld a, [wCurMoveNum] ld a, [wCurMoveNum]